1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | #include "turbine_hover.h" |
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20 | |
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21 | #include "weapons/weapon_manager.h" |
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22 | #include "weapons/test_gun.h" |
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23 | #include "weapons/turret.h" |
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24 | #include "weapons/cannon.h" |
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25 | |
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26 | #include "util/loading/factory.h" |
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27 | #include "key_mapper.h" |
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28 | #include "state.h" |
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29 | |
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30 | #include "graphics_engine.h" |
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31 | #include "dot_emitter.h" |
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32 | #include "sprite_particles.h" |
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33 | |
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34 | CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER); |
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35 | |
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36 | /** |
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37 | * destructs the turbine_hover, deletes alocated memory |
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38 | */ |
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39 | TurbineHover::~TurbineHover () |
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40 | { |
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41 | this->setPlayer(NULL); |
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42 | } |
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43 | |
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44 | /** |
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45 | * @brief loads a TurbineHover information from a specified file. |
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46 | * @param fileName the name of the File to load the turbine_hover from (absolute path) |
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47 | */ |
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48 | TurbineHover::TurbineHover(const std::string& fileName) |
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49 | { |
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50 | this->init(); |
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51 | TiXmlDocument doc(fileName); |
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52 | |
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53 | if(!doc.LoadFile()) |
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54 | { |
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55 | PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str()); |
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56 | return; |
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57 | } |
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58 | |
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59 | this->loadParams(doc.RootElement()); |
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60 | } |
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61 | |
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62 | /** |
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63 | * @brief creates a new Spaceship from Xml Data |
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64 | * @param root the xml element containing spaceship data |
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65 | |
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66 | @todo add more parameters to load |
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67 | */ |
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68 | TurbineHover::TurbineHover(const TiXmlElement* root) |
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69 | { |
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70 | this->init(); |
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71 | if (root != NULL) |
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72 | this->loadParams(root); |
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73 | |
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74 | //weapons: |
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75 | Weapon* wpRight = new TestGun(0); |
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76 | wpRight->setName("testGun Right"); |
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77 | Weapon* wpLeft = new TestGun(1); |
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78 | wpLeft->setName("testGun Left"); |
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79 | //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER)); |
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80 | |
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81 | // cannon->setName("BFG"); |
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82 | |
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83 | this->addWeapon(wpLeft, 1, 0); |
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84 | this->addWeapon(wpRight,1 ,1); |
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85 | //this->addWeapon(cannon, 0, 2); |
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86 | |
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87 | this->getWeaponManager().changeWeaponConfig(1); |
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88 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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89 | |
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90 | this->loadModel("models/ships/hoverglider_mainbody.obj"); |
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91 | } |
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92 | |
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93 | |
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94 | /** |
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95 | * @brief initializes a TurbineHover |
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96 | */ |
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97 | void TurbineHover::init() |
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98 | { |
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99 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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100 | this->setClassID(CL_TURBINE_HOVER, "TurbineHover"); |
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101 | |
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102 | this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical); |
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103 | |
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104 | this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3); |
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105 | this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4); |
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106 | this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5); |
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107 | |
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108 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; |
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109 | mouseSensitivity = 0.005; |
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110 | |
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111 | this->rotorSpeed = 1000.0f; |
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112 | this->rotorCycle = 0.0f; |
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113 | this->cameraLook = 0.0f; |
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114 | this->rotation = 0.0f; |
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115 | this->acceleration = 10.0f; |
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116 | this->airFriction = 2.0f; |
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117 | |
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118 | this->setHealthMax(100); |
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119 | this->setHealth(100); |
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120 | |
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121 | |
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122 | // camera - issue |
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123 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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124 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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125 | //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); |
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126 | //this->cameraNode.setParent(this); |
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127 | |
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128 | // rotors |
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129 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT ); |
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130 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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131 | this->wingNodeLeft.setParent(this); |
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132 | this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0); |
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133 | this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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134 | this->rotorNodeLeft.setParent(&this->wingNodeLeft); |
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135 | this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3); |
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136 | |
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137 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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138 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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139 | this->wingNodeRight.setParent(this); |
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140 | this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0); |
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141 | this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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142 | this->rotorNodeRight.setParent(&this->wingNodeRight); |
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143 | this->rotorNodeRight.setRelCoor(0, 1.0, 2.3); |
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144 | |
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145 | // PARTICLES |
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146 | this->burstEmitter[0] = new DotEmitter(200, 5.0, .01); |
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147 | this->burstEmitter[0]->setParent(&this->rotorNodeLeft); |
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148 | this->burstEmitter[0]->setRelCoor(0, -0.7, 0); |
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149 | this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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150 | this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left"); |
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151 | |
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152 | this->burstEmitter[1] = new DotEmitter(200, 5.0, .01); |
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153 | this->burstEmitter[1]->setParent(&this->rotorNodeRight); |
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154 | this->burstEmitter[1]->setRelCoor(0, -0.7, 0); |
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155 | this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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156 | this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right"); |
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157 | |
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158 | |
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159 | this->burstSystem = new SpriteParticles(1000); |
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160 | this->burstSystem->addEmitter(this->burstEmitter[0]); |
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161 | this->burstSystem->addEmitter(this->burstEmitter[1]); |
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162 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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163 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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164 | this->burstSystem->setLifeSpan(1.0, .3); |
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165 | this->burstSystem->setRadius(0.0, 1.5); |
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166 | this->burstSystem->setRadius(0.05, 1.8); |
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167 | this->burstSystem->setRadius(.5, .8); |
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168 | this->burstSystem->setRadius(1.0, 0); |
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169 | this->burstSystem->setColor(0.0, .7,.7,1,.5); |
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170 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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171 | this->burstSystem->setColor(0.5, .5,.5,.8,.3); |
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172 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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173 | |
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174 | |
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175 | //add events to the eventlist of the Playable |
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176 | this->registerEvent(KeyMapper::PEV_FORWARD); |
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177 | this->registerEvent(KeyMapper::PEV_BACKWARD); |
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178 | this->registerEvent(KeyMapper::PEV_LEFT); |
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179 | this->registerEvent(KeyMapper::PEV_RIGHT); |
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180 | this->registerEvent(KeyMapper::PEV_UP); |
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181 | this->registerEvent(KeyMapper::PEV_DOWN); |
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182 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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183 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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184 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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185 | this->registerEvent(EV_MOUSE_MOTION); |
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186 | |
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187 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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188 | |
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189 | // WEAPON_MANAGER configuration |
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190 | this->getWeaponManager().setSlotCount(5); |
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191 | |
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192 | this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft); |
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193 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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194 | |
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195 | this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight); |
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196 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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197 | |
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198 | this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); |
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199 | this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); |
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200 | |
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201 | /// TODO: THESE ARE TOO MUCH |
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202 | this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); |
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203 | this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); |
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204 | |
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205 | this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); |
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206 | this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); |
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207 | |
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208 | this->cameraNode.setRelCoor(1,5,0); |
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209 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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210 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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211 | } |
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212 | |
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213 | /** |
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214 | * @brief loads the Settings of a TurbineHover from an XML-element. |
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215 | * @param root the XML-element to load the Spaceship's properties from |
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216 | */ |
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217 | void TurbineHover::loadParams(const TiXmlElement* root) |
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218 | { |
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219 | Playable::loadParams(root); |
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220 | } |
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221 | |
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222 | void TurbineHover::setPlayDirection(const Quaternion& rot, float speed) |
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223 | { |
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224 | this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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225 | } |
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226 | |
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227 | void TurbineHover::enter() |
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228 | { |
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229 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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230 | |
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231 | if (State::getCameraNode != NULL) |
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232 | { |
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233 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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234 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
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235 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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236 | } |
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237 | } |
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238 | |
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239 | void TurbineHover::leave() |
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240 | { |
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241 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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242 | this->detachCamera(); |
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243 | |
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244 | } |
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245 | |
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246 | |
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247 | /** |
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248 | * @brief effect that occurs after the TurbineHover is spawned |
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249 | */ |
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250 | void TurbineHover::postSpawn () |
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251 | { |
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252 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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253 | } |
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254 | |
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255 | /** |
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256 | * @brief the action occuring if the turbine_hover left the game |
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257 | */ |
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258 | void TurbineHover::leftWorld () |
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259 | {} |
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260 | |
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261 | /** |
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262 | * @brief this function is called, when two entities collide |
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263 | * @param entity: the world entity with whom it collides |
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264 | * |
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265 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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266 | */ |
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267 | void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location) |
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268 | { |
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269 | Playable::collidesWith(entity, location); |
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270 | } |
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271 | |
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272 | |
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273 | |
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274 | /** |
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275 | * @brief the function called for each passing timeSnap |
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276 | * @param time The timespan passed since last update |
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277 | */ |
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278 | void TurbineHover::tick (float dt) |
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279 | { |
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280 | // this->debugNode(1); |
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281 | Playable::tick(dt); |
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282 | |
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283 | // spaceship controlled movement |
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284 | this->movement(dt); |
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285 | this->rotorCycle += this->rotorSpeed * dt; |
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286 | |
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287 | // TRYING TO FIX PNode. |
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288 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
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289 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
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290 | } |
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291 | |
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292 | /** |
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293 | * @brief calculate the velocity |
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294 | * @param time the timeslice since the last frame |
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295 | */ |
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296 | void TurbineHover::movement (float dt) |
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297 | { |
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298 | Vector accel(0.0, 0.0, 0.0); |
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299 | |
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300 | if( this->bForward ) |
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301 | { |
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302 | accel += Vector(this->acceleration, 0, 0); |
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303 | } |
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304 | |
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305 | if( this->bBackward ) |
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306 | { |
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307 | accel -= Vector(this->acceleration, 0, 0); |
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308 | } |
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309 | if( this->bLeft) |
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310 | { |
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311 | accel -= Vector(0, 0, this->acceleration); |
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312 | } |
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313 | |
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314 | if( this->bRight) |
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315 | { |
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316 | accel += Vector(0, 0, this->acceleration); |
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317 | } |
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318 | |
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319 | if (this->bAscend ) |
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320 | { |
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321 | accel += Vector(0, this->acceleration, 0); |
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322 | } |
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323 | if (this->bDescend ) |
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324 | { |
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325 | accel -= Vector(0, this->acceleration, 0); |
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326 | } |
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327 | |
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328 | switch(this->getPlaymode()) |
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329 | { |
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330 | case Playable::Full3D: |
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331 | { |
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332 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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333 | |
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334 | // this is the air friction (necessary for a smooth control) |
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335 | Vector damping = (this->velocity * this->airFriction); |
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336 | |
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337 | |
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338 | this->velocity += (accelerationDir - damping)* dt; |
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339 | this->shiftCoor (this->velocity * dt); |
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340 | |
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341 | // limit the maximum rotation speed. |
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342 | if (this->rotation != 0.0f) |
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343 | { |
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344 | float maxRot = 10.0 * dt; |
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345 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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346 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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347 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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348 | |
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349 | this->rotation = 0.0f; |
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350 | } |
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351 | |
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352 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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353 | |
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354 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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355 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5); |
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356 | |
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357 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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358 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5); |
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359 | } |
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360 | break; |
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361 | |
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362 | case Playable::Horizontal: |
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363 | { |
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364 | accel.y = 0.0; |
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365 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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366 | accelerationDir.y = 0.0; |
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367 | |
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368 | // this is the air friction (necessary for a smooth control) |
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369 | Vector damping = (this->velocity * this->airFriction); |
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370 | |
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371 | |
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372 | this->velocity += (accelerationDir - damping)* dt; |
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373 | this->shiftCoor (this->velocity * dt); |
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374 | |
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375 | // limit the maximum rotation speed. |
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376 | if (this->rotation != 0.0f) |
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377 | { |
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378 | float maxRot = 10.0 * dt; |
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379 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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380 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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381 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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382 | |
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383 | this->rotation = 0.0f; |
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384 | } |
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385 | |
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386 | this->setRelDirSoft(this->direction, 5); |
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387 | |
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388 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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389 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5); |
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390 | |
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391 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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392 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5); |
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393 | } |
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394 | break; |
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395 | |
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396 | case Playable::Vertical: |
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397 | { |
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398 | accel.z = 0; |
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399 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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400 | accelerationDir.z=0; |
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401 | |
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402 | // this is the air friction (necessary for a smooth control) |
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403 | Vector damping = (this->velocity * this->airFriction); |
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404 | |
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405 | this->velocity += (accelerationDir - damping)* dt; |
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406 | this->shiftCoor (this->velocity * dt); |
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407 | |
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408 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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409 | |
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410 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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411 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5); |
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412 | |
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413 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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414 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5); |
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415 | } |
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416 | break; |
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417 | default: |
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418 | PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str()); |
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419 | } |
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420 | } |
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421 | |
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422 | |
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423 | void TurbineHover::draw() const |
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424 | { |
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425 | Vector tmpRot; |
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426 | WorldEntity::draw(); |
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427 | |
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428 | glPushMatrix(); |
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429 | /// LEFT SIDE |
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430 | glTranslatef (this->wingNodeLeft.getAbsCoor ().x, |
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431 | this->wingNodeLeft.getAbsCoor ().y, |
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432 | this->wingNodeLeft.getAbsCoor ().z); |
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433 | tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis(); |
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434 | glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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435 | this->getModel(3)->draw(); |
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436 | glPopMatrix (); |
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437 | |
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438 | glPushMatrix(); |
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439 | glTranslatef (this->rotorNodeLeft.getAbsCoor ().x, |
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440 | this->rotorNodeLeft.getAbsCoor ().y, |
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441 | this->rotorNodeLeft.getAbsCoor ().z); |
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442 | tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis(); |
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443 | glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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444 | this->getModel(4)->draw(); |
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445 | glRotatef(this->rotorCycle, 0,1,0); |
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446 | this->getModel(5)->draw(); |
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447 | glPopMatrix (); |
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448 | |
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449 | /// RIGHT SIDE |
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450 | glPushMatrix(); |
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451 | glTranslatef (this->wingNodeRight.getAbsCoor ().x, |
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452 | this->wingNodeRight.getAbsCoor ().y, |
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453 | this->wingNodeRight.getAbsCoor ().z); |
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454 | tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis(); |
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455 | glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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456 | glScalef(1,1,-1); |
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457 | this->getModel(3)->draw(); |
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458 | glPopMatrix (); |
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459 | |
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460 | glPushMatrix(); |
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461 | glTranslatef (this->rotorNodeRight.getAbsCoor ().x, |
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462 | this->rotorNodeRight.getAbsCoor ().y, |
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463 | this->rotorNodeRight.getAbsCoor ().z); |
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464 | tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis(); |
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465 | glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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466 | glScalef(1,1,-1); |
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467 | this->getModel(4)->draw(); |
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468 | glRotatef(this->rotorCycle, 0,1,0); |
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469 | this->getModel(5)->draw(); |
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470 | glPopMatrix (); |
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471 | } |
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472 | |
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473 | /** |
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474 | * @todo switch statement ?? |
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475 | */ |
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476 | void TurbineHover::process(const Event &event) |
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477 | { |
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478 | Playable::process(event); |
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479 | |
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480 | if( event.type == KeyMapper::PEV_LEFT) |
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481 | this->bLeft = event.bPressed; |
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482 | else if( event.type == KeyMapper::PEV_RIGHT) |
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483 | this->bRight = event.bPressed; |
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484 | else if( event.type == KeyMapper::PEV_UP) |
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485 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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486 | else if( event.type == KeyMapper::PEV_DOWN) |
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487 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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488 | else if( event.type == KeyMapper::PEV_FORWARD) |
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489 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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490 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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491 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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492 | else if( event.type == EV_MOUSE_MOTION) |
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493 | { |
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494 | float xMouse, yMouse; |
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495 | xMouse = event.xRel*mouseSensitivity; |
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496 | yMouse = event.yRel*mouseSensitivity; |
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497 | |
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498 | // rotate the Player around the y-axis |
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499 | this->rotation += xMouse; |
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500 | |
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501 | this->cameraLook += yMouse; |
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502 | // rotate the Camera around the z-axis |
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503 | if (cameraLook > M_PI_4) |
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504 | cameraLook = M_PI_4; |
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505 | else if (cameraLook < -M_PI_4) |
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506 | cameraLook = -M_PI_4; |
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507 | //this->cameraNode.setRelDirSoft(this->direction,10); |
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508 | } |
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509 | } |
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